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Use anim curve/custom attributes to drive effects

Hi all,

I am still learning UE4 and this problem has me stumped. I have an FBX file imported from maya with some keyed custom attributes on one of the bones. I would like to have that custom attribute's animated values drive an effect in a blueprint. I assume it should be easy to do as the data is there in the animation tab but I cannot see anywhere where it is described how to read that animation data and use it to drive the emission of an effect?

How can you get anim curve data from a custom attribute in a blueprint?

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asked Jun 23 '18 at 02:47 AM in Blueprint Scripting

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